YouTube user TecFox extracted the original soundtracks of the PlayStation versions of Driver and Driver 2. (They were not stored as sound files, but as notes. The PC port got a different soundtrack.)

Gallery

Various snapshots I have taken of my experiments (newest first):

various models from Driver’s New York and Driver 2’s Chicago, converted to VRMLDriver’s interview level contains the incomplete beta cop car from an early demo (video by gamersin)weird advertising from Driver’s Los Angeles, featuring a zombie Tanner and the slogan Red Bull gives you wings – it is not known whether this was ever used in-gamemore advertising from Driver’s Los Angeles: MeDMONSONS, after Martin Edmondson, founder of Reflectionsa wall in Driver’s interview level has Ricardo R.I.P and sleeps wit de fishes (a reference to The Godfather) written on itDriver 2’s Chicago at night – lighting format differs significantly from the daylight versionDriver 2’s beta demo had a long tunnel to Havana’s secret underground base – the tunnel was removed from the final versionfirst successful export from Driver 2’s beta demo (its data format is slightly different from the final version)a dead end in Driver 2’s Rio – see thread on Driver MadnessDriver 2’s Havanaoverview of Driver 2’s Chicago (finally with correct object indices)Driver 2’s Havana & Chicago levels (now with correct texture coordinates and transparency support)Driver 2’s Las VegasDriver 2’s Havana (multi-player version)overview of Driver 2’s Chicago with invalid object indices (we didn’t know a missing index bit was stuffed into Y coordinates)Driver 2’s Chicago with out-of-bounds readsDriver 2’s Chicago (multi-player version)texture coordinates looking a little better …first trial at extracting texture coordinates (still wrong for the buildings)more geometry from Driver 2’s Chicago (fixed flipped axes)first extracted geometry from Driver 2’s Chicago (some axes flipped)more extracted textures from Driver 2’s Chicago – they probably forgot to replace the Overhead Map Dummy Textureoverview of Driver’s NewcastleDriver’s Los Angeles contains some kind of debug markers which are invisible in the actual game, but show up in extracted data

two lighting bugs in Driver also appear in the extracted dataDriver’s Miamiadded transparent shadowscomparing the original game and the extracted data (now supporting sprites properly)first extracted texture from Driver 2comparing alpha testing and alpha supersample antialiasing (according to DirectX 11 Rendering in Battlefield 3, pg. 50)ironic movie titles on a cinema in Driver’s New York: FAST, Big City 2, The Interview, The Wheelman, BURN RUBBER, LOSE THE TAIL, FOOT DOWNDriver’s training levelDriver’s NewcastleDriver’s garages and flats/apartments/motels are in the same levelsome of Driver’s garages – not actually used in the game, probably planned for a car selection screen?Driver’s flats/apartments/motelsDriver’s San Franciscoadded transparency to sprites
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flying through Driver’s New York (yay for Fraps’ 30-second limit!)no direct light, just inscattering through the atmosphere

added textures and atmospheric scattering (rendering with and without sky color)first successful export: Driver’s New York